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authoryum <yum.food.vr@gmail.com>2025-02-20 01:00:43 -0800
committeryum <yum.food.vr@gmail.com>2025-02-20 01:00:43 -0800
commit738312d48be32093283841c2368fe4b919da6580 (patch)
treefa6bd9f02f1687ab19577dd31078394409cab74f /2ner.shader
parent65ed0c23335b10a266d76257eeb3e7ecfd23cfb5 (diff)
Add ability to quantize NoL
Also add 2 more rim lighting slots
Diffstat (limited to '2ner.shader')
-rw-r--r--2ner.shader81
1 files changed, 78 insertions, 3 deletions
diff --git a/2ner.shader b/2ner.shader
index f4c4db9..0619ddb 100644
--- a/2ner.shader
+++ b/2ner.shader
@@ -77,8 +77,8 @@ Shader "yum_food/2ner"
[HideInInspector] m_end_Matcap0("Matcaps", Float) = 0
[HideInInspector] m_end_Matcaps("Matcaps", Float) = 0
//endex
- //ifex _Rim_Lighting0_Enabled==0
[HideInInspector] m_start_Rim_Lighting("Rim lighting", Float) = 0
+ //ifex _Rim_Lighting0_Enabled==0
[HideInInspector] m_start_Rim_Lighting0("Rim lighting 0", Float) = 0
[ThryToggle(_RIM_LIGHTING0)]_Rim_Lighting0_Enabled("Enable", Float) = 0
_Rim_Lighting0_Center("Center", Range(0, 0.5)) = 0.5
@@ -102,8 +102,10 @@ Shader "yum_food/2ner"
[ThryToggle(_RIM_LIGHTING0_QUANTIZATION)]_Rim_Lighting0_Quantization_Enabled("Enable", Float) = 0
_Rim_Lighting0_Quantization_Steps("Steps", Float) = 1
[HideInInspector] m_end_Rim_Lighting0_Quantization("Quantization", Float) = 0
-
[HideInInspector] m_end_Rim_Lighting0("Rim lighting", Float) = 0
+ //endex
+
+ //ifex _Rim_Lighting1_Enabled==0
[HideInInspector] m_start_Rim_Lighting1("Rim lighting 1", Float) = 0
[ThryToggle(_RIM_LIGHTING1)]_Rim_Lighting1_Enabled("Enable", Float) = 0
_Rim_Lighting1_Center("Center", Range(0, 0.5)) = 0.5
@@ -116,9 +118,76 @@ Shader "yum_food/2ner"
[ThryToggle(_RIM_LIGHTINg1_MASK)]_Rim_Lighting1_Mask_Enabled("Enable", Float) = 0
_Rim_Lighting1_Mask("Mask", 2D) = "white" {}
[HideInInspector] m_end_Rim_Lighting1_Mask("Mask", Float) = 0
+
+ [HideInInspector] m_start_Rim_Lighting1_Angle_Limit("Angle limit", Float) = 0
+ [ThryToggle(_RIM_LIGHTING1_ANGLE_LIMIT)]_Rim_Lighting1_Angle_Limit_Enabled("Enable", Float) = 0
+ _Rim_Lighting1_Angle_Limit_Target_Vector("Target vector", Vector) = (0, -1, 0, 0)
+ _Rim_Lighting1_Angle_Limit_Power("Power", Float) = 1
+ [HideInInspector] m_end_Rim_Lighting1_Angle_Limit("Angle limit", Float) = 0
+
+ [HideInInspector] m_start_Rim_Lighting1_Quantization("Quantization", Float) = 0
+ [ThryToggle(_RIM_LIGHTING1_QUANTIZATION)]_Rim_Lighting1_Quantization_Enabled("Enable", Float) = 0
+ _Rim_Lighting1_Quantization_Steps("Steps", Float) = 1
+ [HideInInspector] m_end_Rim_Lighting1_Quantization("Quantization", Float) = 0
[HideInInspector] m_end_Rim_Lighting1("Rim lighting", Float) = 0
+ //endex
+
+ //ifex _Rim_Lighting2_Enabled==0
+ [HideInInspector] m_start_Rim_Lighting2("Rim lighting 2", Float) = 0
+ [ThryToggle(_RIM_LIGHTING2)]_Rim_Lighting2_Enabled("Enable", Float) = 0
+ _Rim_Lighting2_Center("Center", Range(0, 0.5)) = 0.5
+ _Rim_Lighting2_Power("Power", Float) = 5
+ _Rim_Lighting2_Color("Color", Color) = (1, 1, 1, 1)
+ _Rim_Lighting2_Brightness("Brightness", Float) = 1
+ [ThryWideEnum(Replace, 0, Add, 1, Multiply, 2, Subtract, 3, AddProduct, 4)]
+ _Rim_Lighting2_Mode("Mode", Int) = 0
+ [HideInInspector] m_start_Rim_Lighting2_Mask("Mask", Float) = 0
+ [ThryToggle(_RIM_LIGHTING2_MASK)]_Rim_Lighting2_Mask_Enabled("Enable", Float) = 0
+ _Rim_Lighting2_Mask("Mask", 2D) = "white" {}
+ [HideInInspector] m_end_Rim_Lighting2_Mask("Mask", Float) = 0
+
+ [HideInInspector] m_start_Rim_Lighting2_Angle_Limit("Angle limit", Float) = 0
+ [ThryToggle(_RIM_LIGHTING2_ANGLE_LIMIT)]_Rim_Lighting2_Angle_Limit_Enabled("Enable", Float) = 0
+ _Rim_Lighting2_Angle_Limit_Target_Vector("Target vector", Vector) = (0, -1, 0, 0)
+ _Rim_Lighting2_Angle_Limit_Power("Power", Float) = 1
+ [HideInInspector] m_end_Rim_Lighting2_Angle_Limit("Angle limit", Float) = 0
+
+ [HideInInspector] m_start_Rim_Lighting2_Quantization("Quantization", Float) = 0
+ [ThryToggle(_RIM_LIGHTING2_QUANTIZATION)]_Rim_Lighting2_Quantization_Enabled("Enable", Float) = 0
+ _Rim_Lighting2_Quantization_Steps("Steps", Float) = 1
+ [HideInInspector] m_end_Rim_Lighting2_Quantization("Quantization", Float) = 0
+ [HideInInspector] m_end_Rim_Lighting2("Rim lighting", Float) = 0
+ //endex
+
+ //ifex _Rim_Lighting3_Enabled==0
+ [HideInInspector] m_start_Rim_Lighting3("Rim lighting 3", Float) = 0
+ [ThryToggle(_RIM_LIGHTING3)]_Rim_Lighting3_Enabled("Enable", Float) = 0
+ _Rim_Lighting3_Center("Center", Range(0, 0.5)) = 0.5
+ _Rim_Lighting3_Power("Power", Float) = 5
+ _Rim_Lighting3_Color("Color", Color) = (1, 1, 1, 1)
+ _Rim_Lighting3_Brightness("Brightness", Float) = 1
+ [ThryWideEnum(Replace, 0, Add, 1, Multiply, 2, Subtract, 3, AddProduct, 4)]
+ _Rim_Lighting3_Mode("Mode", Int) = 0
+ [HideInInspector] m_start_Rim_Lighting3_Mask("Mask", Float) = 0
+ [ThryToggle(_RIM_LIGHTING3_MASK)]_Rim_Lighting3_Mask_Enabled("Enable", Float) = 0
+ _Rim_Lighting3_Mask("Mask", 2D) = "white" {}
+ [HideInInspector] m_end_Rim_Lighting3_Mask("Mask", Float) = 0
+
+ [HideInInspector] m_start_Rim_Lighting3_Angle_Limit("Angle limit", Float) = 0
+ [ThryToggle(_RIM_LIGHTING3_ANGLE_LIMIT)]_Rim_Lighting3_Angle_Limit_Enabled("Enable", Float) = 0
+ _Rim_Lighting3_Angle_Limit_Target_Vector("Target vector", Vector) = (0, -1, 0, 0)
+ _Rim_Lighting3_Angle_Limit_Power("Power", Float) = 1
+ [HideInInspector] m_end_Rim_Lighting3_Angle_Limit("Angle limit", Float) = 0
+
+ [HideInInspector] m_start_Rim_Lighting3_Quantization("Quantization", Float) = 0
+ [ThryToggle(_RIM_LIGHTING3_QUANTIZATION)]_Rim_Lighting3_Quantization_Enabled("Enable", Float) = 0
+ _Rim_Lighting3_Quantization_Steps("Steps", Float) = 1
+ [HideInInspector] m_end_Rim_Lighting3_Quantization("Quantization", Float) = 0
+ [HideInInspector] m_end_Rim_Lighting3("Rim lighting", Float) = 0
+ //endex
+
[HideInInspector] m_end_Rim_Lighting("Rim lighting", Float) = 0
- //endex
+
//ifex _Vertex_Domain_Warping_Enabled==0
[HideInInspector] m_start_Vertex_Domain_Warping("Vertex domain warping", Float) = 0
[ThryToggle(_VERTEX_DOMAIN_WARPING)]_Vertex_Domain_Warping_Enabled("Enable", Float) = 0
@@ -154,6 +223,12 @@ Shader "yum_food/2ner"
_Min_Brightness("Value", Range(0, 1)) = 0
[HideInInspector] m_end_Min_Brightness("Minimum brightness", Float) = 0
//endex
+ //ifex _Quantize_NoL_Enabled==0
+ [HideInInspector] m_start_Quantize_NoL("Quantize NoL", Float) = 0
+ [ThryToggle(_QUANTIZE_NOL)] _Quantize_NoL_Enabled("Enable", Float) = 0
+ _Quantize_NoL_Steps("Steps", Float) = 1
+ [HideInInspector] m_end_Quantize_NoL("Quantize NoL", Float) = 0
+ //endex
[HideInInspector] m_renderingOptions("Rendering Options", Float) = 0
[Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull", Float) = 2